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Archrebel Tactics

The second patch has rolled out (v0.4.2)!

Hello commanders, This update includes fixes and some modifications, but the most important addition is the new Checkpoint system, known in-game as 'Standard mode'. Players can now create restore points throughout the mission, 7 in total, one before each main obstacle.

Checkpoints activate automatically when a unit approaches them, followed by a 5 turn grace period before they take effect. Alternatively, you can trigger a checkpoint instantly through a long mouse press.

This new system is still experimental, so hopefully it will work flawlessly. One can hope... ;)

Older saved game files should be migrated and usable, and they will gain the status of Ironman mode, as listed in the reworked loading game panel below:

Here's the patch list of occurrences:

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  • Added the Standard Mode, an optional checkpoint save game system that players play the mission can use to avoid restarting all from scratch.
  • Added the option for players to quit to the main menu through the 'mission failed' panel.

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  • Increased the compact rifle base accuracy by 5 points.
  • Changed the way a unit's body part health is constructed. It no longer considers endurance attributes, only max health.
  • Changed the description of the 'recharging skill' and its respective recharging action tooltip for better clarity.
  • Rebalanced the target painter's ammo capacity and its related ammo charge capacity.

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  • Fixed the 'Phoenix shot' applying the health calculation to the healer instead of the unit being revived.
  • Fixed the tutorial mute button, which was causing multiple audio instances to be triggered for certain tutorial entries.
  • Fixed some weapons not having the reload shortcut action button in the bottom left action bar.
  • Fixed the support panel not clearing the log and holonotes entries when starting a new game.
  • Fixed the 'assault' text label not being visible during the class selection.
  • Fixed the description for droid EMP racks that had the same text for explosive grenades.
  • Fixed tiles becoming walkable under supply drops and the transport when using melee attacks.
  • Fixed the pathfinder droid module having the incorrect bonus description.
  • Fixed an issue where the melee cost attribute could go below 2 AP.
  • Fixed an issue where restarting a new game would leave the inventory panel opened from a previous session during the shuttle cutscene.
  • Fixed an issue where quitting the game during an ongoing dialog would leave units unable to be interacted with after resuming.
  • Fixed a nasty bug that would trigger a soft lock when two mines detonated during the last CPU unit's turn.
  • Fixed the smoke grenades' colliders being switched off internally, which allowed units to see through smoke in specific situations.
  • Fixed an the calculation for the 'combat saws' used by the miner droid when the melee module was unlocked too soon.
  • Fixed an issue with CPU units failing to thrown grenades due to a previous change in code.
  • Fixed an issue where using tools with wounded arms would double the AP penalty cost, resulting in units not using items despite having enough AP available.

Remember, the game is still under development, so bugs and stability issues are to be expected. Please report any issues you encounter. The best way to do this is to reach out to me on Discord, where we can look into the problem together more efficiently.

Thank you, Commanders.

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